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Roguelikes, Persistency, and Progression

Game Maker's Toolkit 1,134,187 6 years ago
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🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴 One of the biggest decisions for any developer making a roguelike, is whether or not to add persistent upgrades. Should every run be the same, like Spelunky? Or should your character get more powerful over time, like Rogue Legacy? Let’s look at the pros and cons of both approaches. === Chapters === 00:00 - Intro 01:40 - Roguelikes (No Persistent Upgrades) 03:11 - Roguelites (Persistant Upgrades) 04:52 - Giving a Sense of Progression 07:22 - Helping Players Win 08:52 - Rewarding Player Skill 10:28 - Conclusion === Games Shown === Enter the Gungeon (2016) Rogue (1980) Monolith (2017) Crypt of the NecroDancer (2015) The Binding of Isaac: Rebirth (2014) Spelunky (2012) Rogue Legacy (2013) Dead Cells (2018) Slay the Spire (2019) FTL: Faster Than Light (2012) Call of Duty: Infinite Warfare (2016) Flinthook (2017) Nuclear Throne (2015) NetHack: Legacy (2018) Downwell (2015) Hades (2020) Into the Breach (2018) Invisible, Inc. (2015) === Credits === Curiosity - Blue Wednesday (https://soundcloud.com/bluewednesday) Spelunky soundtrack - Eric Suhrke (https://phlogiston.bandcamp.com/album/spelunky) Donut County soundtrack - Daniel Koestner (https://open.spotify.com/album/6SFBSlMnqv8xd2aQcagqaq) === Subtitles === Zero Deaths Victory! World First! World Record! [Rogue Legacy] | ZorsYT https://www.youtube.com/watch?v=uVpx3QpC6NM Contribute translated subtitles - https://amara.org/v/C3BEW/

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